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Sabirli, Zülkif Eser; Çoklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
Ibarra Santacruz, Diana; Hidalgo Dávila, Helda Alicia; Silvana Paredes Castillo, Erika – MEXTESOL Journal, 2020
The purpose of this case study was to examine the effects of games for working memory training to enhance language learning in low performance students given that a considerable body of research has demonstrated that, among other factors, working memory may account for individual differences in linguistic achievement. The population consisted of…
Descriptors: Games, Game Based Learning, Training, English (Second Language)
Huang, Rui; Ritzhaupt, Albert D.; Sommer, Max; Zhu, Jiawen; Stephen, Anita; Valle, Natercia; Hampton, John; Li, Jingwei – Educational Technology Research and Development, 2020
Gamification research in educational settings has produced mixed results on student learning outcomes. Educational researchers and practitioners both struggle with identifying when, where, and how to use gamification design concepts. The present study provides findings from a meta-analysis that integrated the empirical, quantitative research on…
Descriptors: Game Based Learning, Educational Games, Outcomes of Education, Meta Analysis
Sabirli, Zulkif Eser; Coklar, Ahmet Naci – World Journal on Educational Technology: Current Issues, 2020
The use of computer games is becoming more and more common among children thanks to its many features; from multimedia opportunities to motivation. This increase in its use also increases the importance of educational games. The purpose of this study is to investigate the effect of the use of educational games in education on the academic success,…
Descriptors: Educational Technology, Technology Uses in Education, Computer Games, Educational Games
Medeiros, Pâmella; Felden, Érico Pereira Gomes; Zequinão, Marcela Almeida; Cordeiro, Paola Cidade; Dias de Freitas, Kamyla Thais; Libardoni dos Santos, João Otacilio; Cardoso, Fernando Luiz – International Journal of Game-Based Learning, 2020
The objective this article is to verify the effects of an intervention program with exergames on the motor performance of children aged 8 to 10 years. The study included 64 children divided into experimental group and physical education group. The motor intervention used in this study was an exergame program with 18 sessions lasting 45 minutes…
Descriptors: Exercise, Game Based Learning, Video Games, Program Effectiveness
Chen, Ching-Huei; Huang, Kun; Liu, Jun-Han – Asia-Pacific Education Researcher, 2020
This quasi-experimental study investigated the effects of enhancing digital game-based science learning with the predict-observe-explain (POE) inquiry scaffolds. One hundred twenty seventh-grade students were assigned to either an experimental group or a control group. The two groups of students played the same game, but the experimental group…
Descriptors: Game Based Learning, Teaching Methods, Science Instruction, Student Behavior
Barry, Dana M.; Kanematsu, Hideyuki – Online Submission, 2020
The coronavirus pandemic has had a profound impact on teaching. As a result of the crisis, instructors world-wide had to quickly adapt and shift to remote teaching. This paper describes three useful methods of instruction used in Northern New York State Colleges (United States) and KOSEN's National Institute of Technology at Suzuka College…
Descriptors: Foreign Countries, Comparative Education, Teaching Methods, Distance Education
Kenneth Holstein; Erik Harpstead; Rebecca Gulotta; Jodi Forlizzi – Grantee Submission, 2020
As we design increasingly complex systems, we run up against fundamental limitations of human imagination. To support practice, it becomes essential to use authentic data and algorithms as design materials to augment designers' intuitions. Recent work has explored some dimensions of using data as a design material, suggesting the contours of a new…
Descriptors: Computer Simulation, Elementary Secondary Education, Educational Games, Computer Games
Larsen, Lasse Juel – Educational Media International, 2018
The aim of this article is to advance a framework for understanding and teaching game design in higher education, in order to address complexities inherent in teaching game design courses. Everyday teaching and learning game design often deviate from the standard textbook model of game design. In reality everyday teaching and learning operate with…
Descriptors: Design, Models, Higher Education, Educational Games
Toharudin, Uus; Kurniawan, Iwan Setia; Fisher, Dahlia – European Journal of Educational Research, 2021
This study seeks to develop a learning method based on local wisdom that is developed to support the learning process. One of the pearls of wisdom used in developing learning methods is the traditional games of the Sundanese people, namely the Bebentengan game. This study aims to see the improvement of student learning outcomes by implementing the…
Descriptors: Games, Game Based Learning, Indigenous Knowledge, Folk Culture
Pombo, Lúcia; Marques, Margarida M. – Education Sciences, 2021
Mobile augmented reality games (MARGs) can be leveraged for educational purposes, as there are several examples in the literature revealing their educational value. The supporting technologies for MARGs' implementation in education are increasingly pervasive and popular, so it is time for their adoption in teacher practices. However, the…
Descriptors: Guidelines, Inservice Teacher Education, Teacher Workshops, Elementary School Teachers
Das, Anik; Amin, Sumaiya; Kabir, Muhammad Ashad; Hossain, Sabir; Islam, Mohammad Mainul Mainul – International Journal of Game-Based Learning, 2021
Mobile games can contribute to learning at greater success. In this paper, the authors have developed and evaluated a novel educational game, named FoodCalorie, to learn food calorie intake standard. The game is aimed to learn calorie values of various traditional foods of Bangladesh and the calorie intake standard that varies with age and gender.…
Descriptors: Foods Instruction, Nutrition Instruction, Eating Habits, Health Behavior
Arnab, Sylvester; Walaszczyk, Ludmila; Lewis, Mark; Kernaghan-Andrews, Sarah; Loizou, Michael; Masters, Alex; Calderwood, Jackie; Clarke, Samantha – Electronic Journal of e-Learning, 2021
The need for self-directed learning for professional development drives an increase in the delivery of easy to use 'just-in-time' resources that respond to the often-dynamic workplace and work culture. This is especially important in the era of globalisation, when the number of employees, who are culturally diverse, increases each year. Most…
Descriptors: Instructional Design, Educational Games, Game Based Learning, Professional Development
Gök, Mustafa; Inan, Mevlüt – Journal of Research and Advances in Mathematics Education, 2021
Students' conceptual understanding and mathematical process skills can be improved through digital games in mathematics education. The starting point of this study is the idea of having students encounters this kind of environment. The study didactically describes the process of 6th-grade students' experiences of a digital game-based learning…
Descriptors: Game Based Learning, Mathematics Instruction, Mathematical Concepts, Concept Formation
An, Yunjo – International Journal of Technology in Education, 2021
This paper discusses the history of the instructional design and technology field in four major time periods: (1) 1900s-1930s, (2) World War II-1970s, (3) 1980s-1990s, and (4) 21st century. Since the 20th century has been discussed in detail in earlier works, this paper puts more focus on the 21st century section, which includes discussions of…
Descriptors: Instructional Design, Educational History, Social Media, Game Based Learning

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